Hi,
I just wanted to mention that I found a method that solves the
flickering problem in continuous drawing applications:
* right after the frame has been completely drawn, but before doing the
buffer swap, copy the screen image into a texture using
glCopyTexImage2D. This texture should be
The problem is that there's actually to targets you render to, the
back and the frontbuffer of the OpenGL surface. In each call to
Renderer.onDrawFrame() you actually render to the back buffer while
the front buffer is presented on screen. Once you leave the
onDrawFrame method the back buffer
What happens in your case is the following (as far as i can tell). In
the first onDrawFrame() call you render some elements to the initially
black back buffer. The front buffer is also black. Now you leave
onDrawFrame() and the back buffer gets presented while the front
buffer becomes your new
oh, i tried that once with OpenGL ES. I didn't use the backbuffer but
drew directly to a texture using an intermediate Bitmap as the drawing
surface and reuploading only those parts of the texture that changed.
You can find a video and an apk of that at
ok, I see... thanks for the link.
So I guess that finding a way to disable the double buffering, at least
temporarily, should be the best way to go then...
Mario Zechner wrote:
oh, i tried that once with OpenGL ES. I didn't use the backbuffer but
drew directly to a texture using an
thank you so much for ur precious advice. that is what we were looking for
--- On Thu, 3/18/10, Andres Colubri andres.colu...@gmail.com wrote:
From: Andres Colubri andres.colu...@gmail.com
Subject: Re: [android-developers] Re: screen flickering in GLSurfaceView
To: android-developers
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